SUPRALAND SIX INCHES UNDER REVIEW
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SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW

Supraland, a 3D Metroidvania inspired by Portal and Nintendo games, received the highest rating on https://gamexenon.com/ two years ago. She perfectly combined spatial puzzles with a sense of freedom in a small open world and was almost the only imitator of Metroid Prime. Back then, developer David Munnich was talking about a sequel but decided to do DLC ahead of it. The first, Crash, was released in 2020 and differed little from the main game. But the second has grown into a full-fledged project that runs faster than DLC, but at the same time, which is strange, it costs more. And after passing it becomes clear why.

SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW

Plumber against dictatorship
The plot of Six Inches Under starts in the city of the Reds and Blues after a rocket is fired from Supraland Crash. Due to the fact that people begin to clean up the site in which the game takes place, the inhabitants of the city are forced to hide in an underground shelter. The protagonist is no longer a prince, but an ordinary Blue Plumber who is assigned to fix the door mechanism. But in the process, he falls even deeper underground and begins to look for a way back.

The story in the new game is not as sketchy as in Supraland, and there are much fewer random Easter eggs scattered around the map. Single homages like Walter White or the corpses of cult characters are almost never found, but those that are, look more meaningful. For example, one of the key puzzles is a huge reference to Mission: Impossible. And the development of the plot in the local totalitarian city, where the dictator pumps money through pipes directly from the houses, is easier and more interesting to follow than the scattered sketches from the original.

SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW

Supraland Six Inches Under Review
The totalitarian city of Klettown seems to have crawled out of a clichéd dystopia. The higher the floor, the richer people inhabit it.
And yet, you should not count on any well-developed plot in Six Inches Under – here it still acts only as a link between the turning points for the gameplay.

Fewer mechanics, more fun
In the first Supraland, the protagonist had a huge number of possibilities, and almost all objects interacted with each other. Because of this, towards the end, even very simple puzzles became difficult to solve, because they suddenly required the use of a mechanic that the player had last used a couple of hours ago.

Already in the DLC, the number of tools has been slightly reduced, and in Six Inches Under, the player has only a magnet, a beam gun, which can now open doors in the manner of a grappling hook from Metroid Prime 3 ., tesla gun for charging electrical appliances, a cube for climbing higher, a magnet and a teleporting ball starter. And instead of a sword, there is now a pickaxe that both hits enemies and destroys ore, just like in Minecraft.

SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW

Supraland Six Inches Under Review
If the basic abilities were not enough, after completing the story, you can buy unusual modifications for a separate rare currency that was introduced in Crash.
It seems that there are many tools in the game, and the principle of operation of some of them is still easy to forget. But the secret is that each of them comes in handy regularly. There are no more mechanics that appear at the beginning and at the end, so it is simply impossible to forget the principle of operation of some kind of gun. Moreover, each new ability is issued when the player has fully studied the previous one, and the next open area is usually devoted to the novelty for the most part. The same teleport appears in the last hour of the passage, and all the puzzles at the end of the story require you to use it in different ways.

SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW

Supraland Six Inches Under Review
The hero’s abilities are still responsive, but the combat system is frustrating. Game designer Supraland promised to work on it a long time ago, but seems to have postponed the improvements for the sequel.
In addition, in Six Inches Under, many puzzles are based not on the player’s abilities, but on the interaction of environmental objects. Sometimes it comes to very multi-stage puzzles that make you come up with original solutions – the Supraland game designer often said that he wants to see unique ways of passing from the players. Powering the door with a battery, teleporting, putting a match under it, activating the button with a teleporting ball, returning through the door – this is only half of the solution to one of the puzzles! At such moments, Six Inches Under is revealed at its best, and indeed the game seems to encourage you to look for places to overcome obstacles without the ability conceived for it.

As a result, the player gradually explores the ways of using each ability within several puzzles, and the interaction of objects, as in the previous game, is so intuitive that it is simply impossible to forget the principle of their work – the same matches here are lit by holding a box, and sponges absorb water. Therefore, you constantly feel fully equipped and aware of all possible ways to use mechanics.

yellow brick roads
Individual locations in Six Inches Under are more linear than in the original, but the overall structure of the game has become reminiscent of the classic parts of The Legend of Zelda. There is a hub in the form of a large city of Clettown with side quests, a shop, and secrets. Five locations depart from it with petals, each of which requires the presence of certain abilities, and at the end of its passage, it gives one more, which is necessary to advance through the story. Just like the dungeons in the Nintendo series.

Supraland Six Inches Under Review
In order for the player not to waste time trying to solve the puzzle without the right ability, intercoms are generously scattered around the Six Inches Under the map, which will warn about this or give a hint.
Such a structure gives a feeling of freedom, but in practice, it retains the linearity of the passage, as it should be in a good Metroidvania. True freedom comes only at the end of the story, along with a small new region. Although the game has no problems with additional content within the framework of the story, a complete passage with the collection of all the secrets scattered across the locations can easily take 10-15 hours.

Supraland Six Inches Under Review
On the map in Six Inches Under again there are no hints, and it does not open right away. According to David Münnich, he didn’t want the players to just run from one marker to another.
The location structure of Six Inches Under is the main innovation of the game compared to the first Supraland and Crash. Moving around the world is now easier, and the distances between “points of interest” are now much smaller. There are practically no cuts in Six Inches Under, although in the first Supraland, jump panels that sent you to the starting location were constantly encountered. Yes, and the map itself there was a formless something without a clear division into zones.

In Six Inches Under, important locations are strictly separated, and after visiting each of them, the player involuntarily returns to the hub, where they can accidentally stumble upon a puzzle that is now being solved or buy an upgrade in the store.

The sequel to Supraland is still an exemplary mixture of Portal’s spatial puzzles with the hero abilities (and now world-building) approach from Nintendo games. This is both the main plus and the only minus of Six Inches Under. Those who liked the first part will certainly appreciate the second one, especially since all the strengths of the original are implemented much better in it.

And yet, it often feels like the same addition to the first Supraland as the DLC that came out two years ago, except that the locations in Six Inches Under are different. The new game is still an amazing 3D Metroidvania, but once again this approach might not work. So I want to see the full-fledged sequel promised a couple of years ago as soon as possible.

SUPRALAND SIX INCHES UNDER REVIEW

SUPRALAND SIX INCHES UNDER REVIEW
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